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Flash

Course Reference Handout


Day 1: Modules 1 & 2

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Flash Day One Module 1

What is Flash? You can create just about anything in Macromedias Flash. You can also create games, e-learning environments; you can burn your presentations to CD or DVD for professional looking, self contained, self executing files. This means that you can create interactive environments, burn them to CD or DVD and your target viewers would only need to double click an icon, and the presentation will Coding Flash operates using a code called Actionscript. With the introduction of Flash 2004, Macromedia introduces Actionscript version 2. Version 2 of Actionscript is very similar to Java Script. It is in the same code category set by the World Wide Web Consortium designated as ECMA 262. Sounds complicated doesnt it. Code is an art form, give yourself a chance, you will have lots of fun with Actionscript. So you be the judge. To code, or not to code. Either way, Flash is effective and tons of fun.

Flash References Websites: flashkit.com kirupa.com flashmagazine.com Books: Flash Bible Flash Actionscript Bible Flash for Dummies

Toolbar

Panels: Found under the Window Menu

Properties Panel
Stage: The Stage provides a preview of how your Flash content will appear in your published file. Here you will arrange the content of your Flash movie. Timeline/Layers: Just above the Stage, you see the Timeline and layers. You can create and name layers, then add content to frames on layers to organize how your Flash content plays out. Toolbar: Contains various tools to help get your content to look the way you want. Properties Panel: For each tool on the toolbar the properties panel will contain specific properties for that tool. Here you can manipulate the settings of a tool. Panels: Flash Panels help streamline your workflow by providing tools that are grouped by their specific task for easy access. (Panels are found under the Window Menu) Flash Symbols There are three types of objects that Flash works with called symbols. Once a symbol is created it is then stored in the library panel for later retrieval through whats called Instantiation. Each symbol is created in its own editing room. Graphic Symbol: A graphic symbol is well suited for repeated use of static images. (Instances) Button Symbol: Buttons are an ideal way to add interactivity to a Flash movie. A button is a symbol that contains special frames for different button states, such as when the user's mouse pointer is over the button or when the user clicks the button. Movie Clip Symbol: This symbol type has its own Timeline independent of the main Timeline. You can add movie clips within other movie clips and buttons to create nested movie clips. Each of the above symbols takes on different properties and attributes specific to the type of symbol. To add a new symbol to the library use the keyboard shortcut [Ctrl]+[F8]
Shortcut! To convert an existing object, such as an imported image, into a symbol use keyboard shortcut [F8]

Import Artwork There are three ways to about importing an image or outside artwork into Flash. Go to FileImport

Import to Stage: Brings the image directly to the stage of the Flash movie. Also adds the image to the movies library. Import to Library: Brings the image directly to the library ready to make instances. Open External Library: Allows you to bring objects from libraries of other Flash files. (.fla)

Flash Day One Module 2 Frames on the Timeline Playhead

Empty Keyframe

Keyframe
By adding frames to the timeline you can add content to various times of the movies playback, as well as determine how long an object will be on the stage. Keyframe Animation The animator will place Keyframes along the timeline also known as key positions. For a ball to travel from one end of the stage to the other the animator might place a keyframe at one side of the stage, the origin, and then place another keyframe at the other end of the stage, the destination. In order to make the ball bounce midway through its travel the animator might place a third key frame at the midway point of the two existing keyframes, change its position to hit the bottom of the stage and maybe change its transform by squashing it. Using this technique of Keyframe animation in Flash utilizes something called Tweening. The animator places the Keyframes along the timeline and Flash does the rest by filling in the frames in-between the keyframes.

Keyframes

Motion Tween There are four basic steps that are involved in making a motion tween in Flash.

1. 2. 3. 4. 5.

Convert to Symbol: In order to create a motion tween in Flash the object animating must be a symbol. Add Keyframes: A keyframe must exist for each change in the object.(at least an origin and destination keyframe) Move the Symbol: Place the symbol at the appropriate positions on the stage for each keyframe. Select the Keyframes: If you select the layer name all the frames will be selected. Add the Motion Tween: On the properties panel choose Motion for the tween. Flash fills in the rest of the frames.

Flash Day One Module 2 continued


Flash only allows one symbol to be tweened on a layer. In order to tween multiple symbols you must create a different layer for each tween. There are four attributes of a symbol that you can tween: Position Transform (Scale) Color Rotation

Layers

Static Frame

Frames

Layers/Guides/Onion Skinning

Layers

Add Layers Guide Layer Layer Set

Onion Skin

NOTES

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